;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1995 by MicroProse Software
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
3       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
1       ; # of food each citizen eats per turn
20      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
2       ; Settlers eat (govt <= Monarchy)
2       ; Settlers eat (govt >= Communism)
12      ; City size for first unhappiness at Chieftain level
2       ; Riot factor based on # cities (higher factor lessens the effect)
8       ; Aqueduct needed to exceed this size
12      ; Sewer System needed to exceed this size
5       ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
3       ; Monarchy  pays support for all units past this
20      ; Communism pays support for all units past this
15      ; Fundamentalism pays support for all units past this
0       ; Communism is equivalent of this palace distance.
0       ; Fundamentalism loses this % of science
5       ; Percent shield penalty for production type change
6       ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
10      ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Air Force,              1, 0,  PT,  nil, 0, 2    ; AFl         0
Main Battle Tanks II,   7, 0,  Eng, nil, 1, 4    ; Alp
Special Forces,         6,-1,  Ldr, nil, 1, 1    ; Amp
Heavy Bombers,          6, 0,  AFl, nil, 1, 2    ; Ast
Strike Fighters III,    6, 0,  Rob, nil, 0, 2    ; Ato
New American Order,     1, 0,  no,  no,  2, 0    ; Aut         5
International Trade,    1, 0,  San, nil, 3, 1    ; Ban
Industrialisation,      1, 0,  nil, nil, 2, 1    ; Bri
Anti-ICBM Defence,      2, 0,  Wri, nil, 2, 4    ; Bro
Martial Law,            1, 0,  Cst, nil, 1, 1    ; Cer
Microchips,             1, 0,  Env, nil, 2, 3    ; Che	       10
Naval Task Fleets,      1, 0,  NP,  AFl, 2, 2    ; Chi
Heavy Artillery,        6,-2,  Mob, nil, 3, 3    ; CoL
Super Heavy Tanks,      7, 0,  SE,  nil, 1, 4    ; CA
Tank Armour I,          7, 0,  PT,  nil, 0, 4    ; Cmb
Hegemony,               3, 0,  no,  no,  1, 1    ; Cmn         15
Home Computers,         1, 0,  Mys, Che, 2, 3    ; Cmp
Military Draft,         6,-1,  Cer, nil, 1, 1    ; Csc
National Defence,       1, 0,  PT,  nil, 1, 1    ; Cst
Foreign E-Markets,      1, 0,  Eco, nil, 3, 1    ; Cor
Banking,                1, 0,  Lit, nil, 3, 1    ; Cur	       20
Democracy,              3, 0,  no,  no,  1, 1    ; Dem
Electronic Exchange,    1, 0,  Tra, nil, 3, 1    ; Eco
Electrification,        1, 0,  nil, nil, 2, 3    ; E1
UFA Military Council,   1, 0,  no,  no,  2, 0    ; E2
Tank Armour II,         7, 0,  Stl, nil, 0, 4    ; Eng         25
Electronics Industry,   1, 0,  Mat, nil, 2, 3    ; Env
Arms Control Program,   3, 0,  Bro, nil, 3, 4    ; Esp
Space Program III,      4, 1,  Gen, nil, 2, 4    ; Exp
Metroplexes,            1, 0,  MP,  nil, 2, 1    ; Feu
Basic Fighters,         1, 0,  PT,  nil, 0, 2    ; Fli         30
Theocracy,              6, 0,  Gun, nil, 3, 0    ; Fun
Nuclear Power,          1, 0,  MT,  nil, 2, 1    ; FP
Space Program II,       4, 0,  SFl, nil, 2, 4    ; Gen
Red Mercenaries,        1, 0,  no,  no,  0, 1    ; Gue
PAC Revolution,         7, 0,  Mon, nil, 3, 0    ; Gun         35
Navy Level III,         2, 0,  War, nil, 2, 2    ; Hor
Eternal Reich,          1, 0,  no,  no,  0, 0    ; Ind
Red Empire,             1, 0,  no,  no,  0, 1    ; Inv
Information Age,        1, 0,  Sup, Min, 2, 3    ; Iro
Mega-Manufacturing,     1, 0,  Too, nil, 2, 1    ; Lab	       40
Laser Compact Discs,    1, 0,  Che, nil, 2, 3    ; Las
Crack Troops,           6,-1,  Csc, nil, 1, 1    ; Ldr
Economic Exchange,      1, 0,  Ban, nil, 3, 1    ; Lit
Heavy Industry,         1, 0,  Bri, nil, 2, 1    ; Too
Missile Level II,       4, 0,  Pot, nil, 3, 4    ; Mag         45
Helicopter Gunships,    6, 0,  AFl, nil, 0, 3    ; Map
Privatisation,          1, 0,  FP,  nil, 2, 1    ; Mas
Robotic Factories,      1, 0,  Mas, nil, 2, 1    ; MP
Electrical goods,       1, 0,  E1,  nil, 2, 3    ; Mat
Commercial Freight,     1, 0,  Ban, nil, 3, 1    ; Med         50
Digital Videos,         1, 0,  Las, nil, 2, 3    ; Met
Cell Phones,            1, 0,  Met, nil, 2, 3    ; Min
Artillery,              6,-1,  PT,  nil, 3, 3    ; Mob
Dictatorship,           1, 0,  no,  no,  1, 1    ; Mon
Advanced Production,    1, 0,  Rfg, nil, 2, 1    ; MT          55
Mass Media,             1, 0,  Uni, nil, 2, 3    ; Mys
Admiralty,              1, 0,  Cst, nil, 2, 2    ; Nav
New Nuke Weapons,       8, 0,  Ref, nil, 3, 4    ; NF
Nuclear Navy,           4,-1,  Hor, nil, 2, 2    ; NP
Zhukov Doctrine,        1, 0,  Inv, nil, 0, 1    ; Phi	       60
Strike Fighters I,      6, 0,  AFl, nil, 0, 2    ; Phy
Navy Level I,           6, 0,  Nav, nil, 2, 2    ; Pla
Twice Removed,          1, 0,  no,  no,  1, 1    ; Plu
Vendetta,               1, 0,  Plu, nil, 2, 1    ; PT
Missile Level I,        4, 0,  Roc, nil, 3, 4    ; Pot         65
Radio,                  1, 0,  nil, nil, 2, 3    ; Rad
Infastructure,          1, 0,  Bri, nil, 2, 1    ; RR
AA Vehicles,            6, 0,  AFl, nil, 3, 3    ; Rec
Missile Level III,      4, 0,  Mag, nil, 3, 4    ; Ref
State Farming,          1, 0,  Lab, nil, 2, 1    ; Rfg         70
Alliance,               3, 0,  no,  no,  1, 1    ; Rep
Strike Fighters II,     6, 0,  Phy, nil, 0, 2    ; Rob
Rocketry,               1, 0,  Cst, nil, 3, 4    ; Roc
Public Sector,          1, 0,  Cur, nil, 3, 1    ; San
Super Carriers,         7, 0,  Chi, nil, 2, 2    ; Sea         75
Space Program I,        4, 0,  NF,  nil, 2, 4    ; SFl
Stealth Fighters,       6, 0,  ToG, nil, 0, 2    ; Sth
Main Battle Tanks III,  7, 0,  Whe, nil, 1, 4    ; SE
Main Battle Tanks I,    7, 0,  Cmb, nil, 1, 4    ; Stl
Internet,               1, 0,  The, nil, 2, 3    ; Sup         80
Elite Forces,           6,-1,  Amp, nil, 1, 1    ; Tac
Computerisation,        1, 0,  Cmp, Mas, 2, 3    ; The
Advanced Fighters,      6, 0,  Ato, nil, 0, 2    ; ToG
Computer Banking,       1, 0,  Lit, The, 3, 1    ; Tra
Television,             1, 0,  Rad, nil, 2, 3    ; Uni         85
Navy Level II,          1, 0,  Pla, nil, 2, 2    ; War
Tank Armour III,        7, 0,  Alp, nil, 0, 4    ; Whe
Satellite Defence,      1, 0,  Exp, nil, 2, 4    ; Wri
Defence Project,        1, 4,  Esp, nil, 1, 1    ; ...
Rocket Artillery,       6,-2,  CoL, nil, 3, 3    ; U1	       90 
Basic Helicopters,      6, 0,  PT,  nil, 0, 3    ; U2
Anti-Tank Troops,       6,-1,  Csc, nil, 1, 1    ; U3
Anti-Reich Propaganda,  1, 0,  no,  no,  1, 1    ; X1
Anti-PA Propaganda,     1, 0,  no,  no,  1, 1    ; X2
Anti-Red Propaganda,    1, 0,  no,  no,  1, 1    ; X3          95
Anti-AUSCOM Propaganda, 1, 0,  no,  no,  1, 1    ; X4
Anti-GLF Propaganda,    1, 0,  no,  no,  1, 1    ; X5
Anti-UFA Propaganda,    1, 0,  no,  no,  1, 1    ; X6
Super Elite Forces,     6,-1,  Tac, nil, 1, 1    ; X7	       99

;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                  1,  0,    nil,
Capital,                  90, 8,    no,
City Militia,             4,  1,    Cst,
City Storage,             4,  1,    Bri,
Propaganda,               4,  1,    Cer,
Minor Industry,           8,  1,    Cur,
Academy,                  16, 1,    San,
Government Office,        4,  1,    nil,
Civil Defence,            8,  3,    Csc,
City Rail Connection,     8,  3,    Bri,
Sports Stadium,           12, 3,    E1,
Beer Brewery,             12, 3,    Lab,
Hospital,                 20, 3,    San,
Mobile Phone Network,     20, 2,    Min,
Cable TV Network,         20, 2,    Mys,
Factory,                  40, 4,    Bri,
Metroplex,                80, 8,    Feu,
Anti-Nuke Defense,        60, 6,    Bro,
Internet Mainframe,       20, 2,    Sup,
Mining Industry,          20, 2,    Too,
Oil Field,                40, 4,    MT,
Nuclear Plant,            40, 4,    FP,
Stock Exchange,           20, 0,    Ban,
Subway System,            30, 3,    San,
Synthetic Food Plant,     20, 3,    Rfg,
Commercial District,      40, 0,    Lit,
Research Lab,             30, 3,    The,
AA Defence Battery,       20, 4,    Cst,
Naval Missile Battery,    20, 4,    Pot,
Electronics Plant,        30, 4,    Env,
Docks,                    10, 2,    Pla,
Shipyard,                 20, 2,    War,
Airport,                  30, 3,    Cur,
Cinema Complex,           20, 2,    Met,
Naval Base,               20, 3,    Hor,
None,                     30, 0,    no,
None,                     30, 0,    no,
None,                     30, 0,    no,
Commerce,                 60, 0,    nil,
Breeding Program,        200, 0,    Mas,
Grand Reich Hall,         20, 0,    nil,
Mega Metropolis,         300, 0,    MP,
Super Trade Sector,      200, 0,    Tra,
None,                     20, 0,    no,
SS Leadership Academy,   200, 4,    Ind,
The Crimson Fortress,     30, 0,    nil,
Aero Defence Program,    300, 4,    Gen,
Boeing Mega-Corporation, 300, 0,    Aut,
International Court,     200, 4,    Mas,
Stalingrad,               40, 0,    nil,
Scientific Metroplex,    300, 4,    Iro,
Naval Academy,           200, 4,    Sea,
Entertainment Center,    300, 0,    The,
None,                     20, 0,    no,
Central Internet Control,300, 4,    Sup,
Missile Arms Race,       400, 0,    SFl,
Arabian Oil Control,      40, 0,    nil,
Aerospace Research Lab,  400, 4,    Sth,
Electronic Bureaucracy,  300, 0,    Min,
Media Multinational,     300, 0,    Iro,
World Stadium,           300, 4,    Met,
Global Oil Monopoly,     400, 0,    Feu,
Break Anti-Nuke Treaty,  100, 0,    NF,
World Commerce Union,    400, 0,    Cor,
Armed Satellite Network, 400, 6,    Wri,
Orbital Space Base,      400, 8,    Exp,
Nuclear Control Summit,  400, 0,    Esp,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
nil,        ; Hanging Gardens
nil,        ; Colossus
nil,        ; Lighthouse
nil,        ; Great Library
nil,        ; Oracle
nil,        ; Great Wall
nil,        ; Sun Tzu's War Academy
nil,        ; King Richard's Crusade
nil,        ; Marco Polo's Embassy
nil,        ; Michelangelo
nil,        ; Copernicus
nil,        ; Magellan
nil,        ; Shakespeare
nil,        ; Da Vinci's Workshop
nil,        ; Bach
nil,        ; Newton
nil,        ; Smith's Trading Co.
nil,        ; Darwin
nil,        ; Statue of Liberty
nil,        ; Eiffel Tower
nil,        ; Women's Suffrage
nil,        ; Hoover Dam
nil,        ; Manhattan Project
nil,        ; United Nations
nil,        ; Apollo
nil,        ; SETI
nil,        ; Cure for Cancer


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Engineers,            nil, 0,  2.,0,  0a,2d,  2h,1f,  4,0,  5, Too, 000000000000000
AA Site,              Rec, 0,  1.,0,  0a,5d,  2h,1f, 10,0,  1, AFl, 010000000000001
SAM Site,             nil, 0,  1.,0,  0a,6d,  2h,1f, 15,0,  1, Rec, 010000000000001
Red Infantry,         X3,  0,  1.,0,  5a,5d,  2h,1f,  5,0,  0, Csc, 000001000000000
Iron Commandos,       X3,  0,  1.,0,  8a,5d,  2h,1f, 10,0,  0, Amp, 000000100000000
AUSCOM Troops,        X4,  0,  1.,0,  8a,5d,  2h,1f, 20,0,  0, Csc, 000000000000100
Osprey Fighter,       X4,  1, 10.,2,  9a,3d,  2h,2f, 20,0,  3, Phy, 000000000010001
Drakan Bomber,        X1,  1, 18.,2, 12a,2d,  2h,2f, 20,0,  0, Ast, 000000000000001
GLF Soldier,          X5,  0,  1.,0,  8a,5d,  2h,1f, 10,0,  1, Csc, 010101000000110
Guerilla,             nil, 0,  2.,0,  6a,4d,  1h,2f,  5,0,  1, Gue, 000001000000110
Thunderhawk Fighter,  X6,  1,  6.,2,  4a,3d,  2h,2f, 15,0,  3, AFl, 000000000010001
Alliance Infantry,    X2,  0,  1.,0,  8a,4d,  2h,1f, 10,0,  1, Csc, 000000000000000
Reichswehr,           X1,  0,  1.,0,  5a,4d,  2h,1f, 10,0,  1, Csc, 000000000000000
Sturmwehr,            X1,  0,  1.,0,  8a,5d,  2h,1f, 15,0,  0, Amp, 000000000000100
Mech Regiment,        nil, 0,  3.,0,  6a,6d,  3h,1f, 15,0,  1, Cst, 000000000000000
Big Chief MBT,        X6,  0,  3.,0, 10a,5d,  3h,1f, 15,0,  0, Stl, 000000000000000
Red Dreadnought,      X3,  0,  2.,0, 20a,5d,  3h,1f, 20,0,  0, CA,  000000000000001
Whirlwind MBT,        X3,  0,  3.,0, 10a,5d,  3h,1f, 10,0,  0, Alp, 000000000000000
Gorbunok Bomber,      X3,  1, 10.,2, 12a,3d,  2h,2f, 15,0,  0, Phy, 000000000000001
Balalaika Fighter,    X3,  1,  6.,2,  4a,3d,  2h,2f, 15,0,  3, AFl, 000000000010001
Wolf MBT,             X1,  0,  3.,0, 10a,5d,  3h,1f, 15,0,  0, Stl, 000000000000000
Wolf II MBT,          X1,  0,  3.,0, 10a,6d,  3h,1f, 20,0,  0, Alp, 000000000000000
Wolf III MBT,         X1,  0,  3.,0, 12a,8d,  3h,1f, 25,0,  0, SE,  000000000000001
Eisenhower MBT,       X6,  0,  3.,0, 12a,7d,  3h,1f, 25,0,  0, SE,  000000000000001
Artillery,            CoL, 0,  1.,0, 10a,2d,  2h,2f, 10,0,  0, Mob, 000000001000000
Self-Propelled Gun,   U1,  0,  1.,0, 12a,2d,  3h,2f, 15,0,  0, CoL, 000000001000000
Rocket Barrage Gun,   nil, 0,  1.,0, 14a,1d,  3h,2f, 20,0,  0, U1,  000000001000000
Fighter,              Phy, 1,  5.,2,  3a,3d,  2h,2f, 15,0,  3, Fli, 000000000010001
Geist Fighter,        X1,  1, 10.,2,  8a,7d,  2h,2f, 30,0,  3, Sth, 000000000010001
Falke Fighter,        X1,  1,  8.,2,  6a,4d,  2h,2f, 20,0,  3, ToG, 000000000010001
Habicht Bomber,       X1,  1,  8.,2, 12a,4d,  2h,2f, 20,0,  0, Ato, 000000000000001
Zerstorer Fighter,    X1,  1,  6.,2,  4a,3d,  2h,2f, 15,0,  3, AFl, 000000000010001
Stuka II Bomber,      X1,  1,  6.,2, 12a,3d,  2h,2f, 15,0,  0, Phy, 000000000000001
Dragon Interceptor,   X2,  1,  8.,2,  6a,6d,  2h,2f, 15,0,  1, Phy, 000000000010001
Grebenka Fighter,     X3,  1,  8.,1,  5a,4d,  2h,2f, 20,0,  3, Ato, 000000000010001
Crocodile MBT,        X5,  0,  4.,0, 10a,5d,  3h,1f,  8,0,  0, Gun, 000000000000000
Destroyer,            nil, 2,  6.,0,  4a,4d,  3h,1f, 15,0,  2, Pla, 100000000000001
Carrier,              nil, 2,  5.,0,  1a,9d,  4h,2f, 30,0,  0, Chi, 000000010000001
AA Cruiser,           nil, 2,  5.,0,  8a,8d,  3h,2f, 20,0,  2, War, 110000000000001
Nuclear Sub,          nil, 2,  6.,0, 10a,2d,  3h,2f, 15,0,  2, NP,  000000000001001
Heavy Cruiser,        nil, 2,  5.,0, 12a,12d, 4h,2f, 25,0,  2, Hor, 000000000000001
Super Carrier,        X6,  2,  5.,0,  1a,12d, 4h,2f, 40,0,  0, Sea, 000000010000001
Transport Ship,       nil, 2,  6.,0,  3a,3d,  3h,1f, 10,8,  0, Nav, 000000000000000
Mule Bomber,          X3,  1, 20.,2, 14a,1d,  2h,2f, 20,0,  0, Ast, 000000000000001
Voodoo Fighter,       X5,  1, 10.,2, 10a,2d,  2h,2f, 15,0,  0, Phy, 000000000010001
Nuke,                 Esp, 1, 40.,4, 99a,0d,  1h,1f, 40,0,  0, NF,  001000000000000
Stratofortress,       X6,  1, 20.,2, 16a,1d,  2h,2f, 25,0,  0, Ast, 000000000000001
Wasp Fighter,         X6,  1, 10.,2,  6a,5d,  2h,2f, 20,0,  3, ToG, 000000000010001
Hurricane Bomber,     X6,  1,  8.,2, 12a,3d,  2h,2f, 15,0,  0, Rob, 000000000000001
Freight Truck,        nil, 0,  2.,0,  0a,1d,  1h,1f, 10,0,  7, Med, 000000000000010
Condor Fighter,       X6,  1,  8.,1,  5a,4d,  2h,2f, 15,0,  3, Ato, 000000000010001
Attack Helicopter,    X7,  1,  6.,0, 10a,3d,  2h,2f, 15,0,  0, U2,  100000000000001
Halberd Gunship,      X6,  1,  6.,0, 12a,3d,  2h,2f, 20,0,  0, Map, 100000000000001
Krhe Gunship,        X1,  1,  6.,0, 10a,5d,  2h,2f, 20,0,  0, Map, 100000000000001
Bunyip MBT,           X4,  0,  3.,0, 10a,5d,  3h,1f, 20,0,  0, SE,  000000000000100
UFA Rangers,          X6,  0,  2.,0,  6a,4d,  2h,1f, 20,0,  1, Tac, 000000100000000
Federal Infantry,     X6,  0,  1.,0,  5a,4d,  2h,1f, 10,0,  1, Ldr, 000000000000000
UFA Marines,          X6,  0,  2.,0,  8a,5d,  2h,1f, 15,0,  0, Amp, 000000000000100
Type 70 MBT,          X2,  0,  3.,0, 10a,5d,  3h,1f, 20,0,  0, Alp, 000000000000001
AT Troops,            nil, 0,  1.,0,  8a,4d,  3h,1f, 10,0,  0, U3,  000000001000000
Eternal Guards,       X1,  0,  2.,0,  8a,8d,  2h,1f, 25,0,  0, X7,  000000100000101
SS Order Police,      X1,  0,  2.,0,  8a,6d,  2h,1f, 20,0,  0, Tac, 000000100000100

;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Desert,     1,2,  0,1,0,   yes, 1, 6, 1,   no,  0, 0,  3,  Pln,   ; Drt
Plains,     1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,24,  0,  Grs,   ; Pln
Grassland,  1,2,  3,1,0,   yes, 1, 5, 2,   For, 0,24,  0,  Hil,   ; Grs
Forest,     2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,   ; For
Hills,      2,4,  2,0,0,   no,  0, 0, 3,   yes, 4,12,  3,  Pln,   ; Hil
Mountains,  3,6,  0,1,0,   no,  0, 0, 3,   yes, 4,24,  3,  Hil,   ; Mou
Oil,        1,2,  0,1,20,  no,  0, 0, 0,   no,  0, 0,  0,  Drt,   ; Tun
Frozen,     2,2,  0,0,0,   no,  0, 0, 0,   no,  0, 0,  0,  Tun,   ; Gla
Wastelands, 2,3,  0,0,0,   no,  0, 0, 0,   no,  0, 0,  0,  Tun,   ; Gla
Jungle,     2,3,  2,0,0,   Grs, 0,12, 3,   For, 0,24,  3,  Pln,   ; Jun
Ocean,      1,2,  2,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,2,  6,1,0,
Farming,    1,2,  6,2,0,
Grassland,  1,2,  2,1,0,
Timber,     2,3,  2,2,0,
Copper Mine,2,4,  0,4,0,
Ore Mine,   3,6,  0,5,0,
Major Industry, 1,2,  0,4,20,
Rocks,      4,4,  0,1,0,
Atomic Crater, 2,3,  0,0,0,
Gems,       2,3,  1,0,10,
Fish,       1,2,  4,0,1,
Rocks,      4,4,  0,1,0,
Farm Factory, 1,2,  9,1,0,
Grassland,  1,2,  4,1,0,
Timber,     2,3,  2,2,0,
Steel Works,2,4,  0,5,0,
Iron Works, 3,6,  0,4,0,
Minor Industry, 1,2,  0,2,20,
Rocks,      4,4,  0,1,0,
Old Battlefield, 2,3,  0,1,0,
Fruit,      2,3,  6,0,1,
Trade Route,1,2,  2,2,2,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Police State,   Leader,      Leader
Autocracy,      Director,    Director
Hegemony,       General,     General
Theocracy,      President,   President
Alliance,       Chairman,    Chairwoman
Democracy,      Secretary,   Secretary

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Caesar,       Livia,               0, 1, 1, Romans,      Roman,       1,  1, -1,     
Hammurabi,    Ishtari,             0, 2, 0, Babylonians, Babylonian, -1, -1,  1,     
Frederick,    Maria Theresa,       0, 3, 3, Germans,     German,      1, -1, -1,     1, Fhrer, Fuehres, 2, Fhrer, Fuehres, 3, Fhrer, Fuehres, 4, Fhrer, Fuehres, 5, Fhrer, Fuehres, 6, Fhrer, Fuehres,
Ramesses,     Cleopatra,           1, 4, 0, Egyptians,   Egyptian,    0,  0,  0,     
Abe Lincoln,  E. Roosevelt,        0, 5, 1, Americans,   American,    1,  1, -1,     1, General, General, 2, General, General, 3, General, General, 4, General, General, 5, General, General, 6, General, General,
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       1,  1,  1,     
Mohandas Gandhi,Indira Gandhi,     0, 7, 2, Indians,     Indian,      1,  1, -1,     1, Colonel, Colonel, 2, Commander, Colonel, 4, Father, Father, 
Lenin,        Catherine the Great, 1, 1, 3, Russians,    Russian,    -1,  1, -1,     1, Kommissar, Kommissar, 2, Kommissar, Kommissar, 3, Kommissar, Kommissar, 4, Kommissar, Kommissar, 
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,     
Louis XIV,    Joan of Arc,         0, 3, 3, French,      French,      1, -1, -1,     
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0,  0,  0,     
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     1,  1, -1,     
Henry VIII,   Elizabeth I,         1, 6, 3, English,     English,     1,  1,  1,     1, Chief Whip, Minister, 2, Minister, Minister, 3, Prime Minister, Minister, 4, Prime Minister, Minister,
Genghis Khan, Bortei,              0, 7, 0, Mongols,     Mongol,      1,  1, -1,     
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1, -1,     
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1, -1, -1,     1, Chief, Chief, 2, Secretary, Chief, 3, Chairman, Chief, 4, Patriarch, Chief, 
Canute,       Gunnhild,            1, 3, 3, Vikings,     Viking,      1, -1, -1,     
Philip II,    Isabella,            1, 4, 3, Spanish,     Spanish,     0,  0,  0,     1, Executive, Mistress, 2, Minister, Mistress, 3, Chairman, Mistress, 4, Chairman, Mistress,
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     1,  1, -1,     
Hannibal,     Dido,                0, 6, 1, Carthaginians, Carthaginian, 1,  1,  1,  
Sitting Bull, Sacajawea,           0, 7, 0, Sioux,       Sioux,       1,  1, -1,     

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Clothes,
Textiles,
Electronics,
Media,
Minerals,
Coal,
Copper,
Dyes,
Wheat,
Narcotics,
Chemicals,
Ores,
Gems,
Gold,
Oil,
Uranium,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Trooper
Sergeant
Officer
General
Minister
President

@ATTITUDES
Brotherly
Loyal
Trusting
Receptive
Neutral
Distant
Icy
Furious
Deadly













